Posts from “Ashes’ Will” – “A Sad Journey” [Campaign 2, Mission 2]
Arantir's progression according to my scheme in the illustration; perhaps someone guided him in other directions?
I followed the same build as you, but 5, 6, and 7 were - magic, knowledge, and luck.
It's better not to take Chaos at all. Without Chaos, it's not that fun. Summoning with Darkness is more important, and three schools is clearly an overkill. Darkness, Summoning, Education, Logistics, and Sorcery are the optimal choices for the campaign.
Maybe; I'm just doing it out of a long-standing habit from Heroes 4, giving the mage Warfare and +3, or even 4 schools, turning them into an Archmage, and for everything else, there's a second hero-tactician in the squad, of the General class, who specializes in Warfare.
magic, education, and logistics, among other things.
This. Only the logistics might not be available, and it's not clear if it's really needed, as it's a single-player game. Instead, you can take something for combat, like defense.
Logistics don't seem to be very good for Necromancers, but maybe Chaos will be useful? I don't remember who and how you'll have to fight.
Added 1 minute ago
Defense with BDP and go through everything with 14 ghosts.
In his first playthrough, he had both defense and attack (there's a screenshot a couple of posts above). But it didn't help much.
Logistics don't seem to be a strong suit for the Necromancers, but that's okay. Maybe Chaos will be useful there? I don't remember who and how we'll have to fight.
Therefore, I agree with the user above. It's a battle to the death. Create seven stacks of ghosts, with two units in each stack, and destroy everything in your path ;) While the enemy is hitting the ghosts, you can easily defeat him with the Avatar of Death, Phoenix, elementals, and dark magic (Berserkers and various summons).
P.S. Alternate-gray skeletons, by the way, have 25% magic resistance, so with all these perks, the skeletons become almost as tough as golems, which are completely immune to magic